Monday, February 29, 2016

#FREE Up and Running with mental ray in 3ds Max #3D + Animation #3ds Max

Meet mental ray, the render engine of choice for many 3ds Max users. In this course, Brian Bradley covers the basic and not-so-basic features of this production-proven renderer. The mental ray workflow, Arch & Design materials, lighting tools such as the daylight system and exposure controls, global illumination, and the Unified mode sampling options are all examined. Last but not least, Brian covers the creation of render effects such as caustics, depth of field, and motion blur.

LEVEL Intermediate

COURSE TOPICS:

Setting mental ray as the render engine
Working with ActiveShade mode
Using Nvidia’s imf_display tool
Creating a daylight system
Controlling the mental ray sun and sky
Using Final Gather and photons, both individually and together
Working with diffuse, reflective, translucent, and other materials
Controlling render quality with image sampling
Working with displacement mapping
Using proxies

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LEARN THIS COURSE FOR FREE *10 days of free unlimited access to “Up and Running with mental ray in 3ds Max”

Instructor’s Welcome Note:

Hello, and welcome to up and running with Mental Ray in 3ds Max. My name is Brian Bradley, and I’m really looking forward to spending some time helping you become familiar with what, for many, has become the default production renderer of choice in the 3ds Max application. In Chapter One of the course, we will cover some of the basic and not so basic aspects of Mental Ray workflow. Including a look at using the String option, Active Shade, and imf_disp tools that Nvidia have made available to us.
In Chapter Two, we will start to dig into Mental Ray in earnest by taking a look at some of its well-established and key lighting tools. For instance, the Mental Ray Sun and Sky and Exposure controls. Along with a consideration of some of the newer lighting options that’ve also been made available, such as the excellent IBL Skylight mode. From there, we can really pick up the pace, as it were, and look in successive chapters at Mental Ray’s primary global illumination tools. The arc and design and car paint materials, the powerful new unified image sampling engine.
And then finally, in Chapter Six, we can spend some time working with important render effects options such as depth of field, caustics, and render time displacement, to name just three. If you are ready to get up and running with Mental Ray in 3ds Max, then let’s go ahead and dive right in.

 

 

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